/*
 * Copyright (c) 2006-2007 Erin Catto http://www.gphysics.com
 *
 * This software is provided 'as-is', without any express or implied
 * warranty.  In no event will the authors be held liable for any damages
 * arising from the use of this software.
 * Permission is granted to anyone to use this software for any purpose,
 * including commercial applications, and to alter it and redistribute it
 * freely, subject to the following restrictions:
 * 1. The origin of this software must not be misrepresented; you must not
 * claim that you wrote the original software. If you use this software
 * in a product, an acknowledgment in the product documentation would be
 * appreciated but is not required.
 * 2. Altered source versions must be plainly marked as such, and must not be
 * misrepresented as being the original software.
 * 3. This notice may not be removed or altered from any source distribution.
 */

package org.box2dflash.dynamics.joints {
	import org.box2dflash.dynamics.joints.Joint;
	import org.box2dflash.dynamics.Body;
	import org.box2dflash.dynamics.*;
	import org.box2dflash.common.Internal;
	use namespace Internal;

	/// A joint edge is used to connect bodies and joints together
	/// in a joint graph where each body is a node and each joint
	/// is an edge. A joint edge belongs to a doubly linked list
	/// maintained in each attached body. Each joint has two joint
	/// nodes, one for each attached body.
	public class JointEdge {
		public var other:Body;		
		///< provides quick access to the other body attached.
		public var joint:Joint;		
		///< the joint
		public var prev:JointEdge;	
		///< the previous joint edge in the body's joint list
		public var next:JointEdge;	///< the next joint edge in the body's joint list
	}
}	
